In-game model issue with my mod.

Post » Mon Jun 18, 2012 9:28 am

good day modding community,

I could use a tiny bit help with a mod I'm making.
For my mod I made it so that you can dual wield two-handed weapon. the issue that arrises
is that the right hand model doesn't show and with my inexperience I can't seem
to figure out why that it. So i was hoping that someone here could assist me or help me
fix the issue. what i did currently is adjust the aim type of the weapon from two-handed
to it's one handed counter type, made them equipable to either hands.

It's only the start of this mod but it is a game breaking bug where i can't even release
an alpha of :( . so please help me :).
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Elisha KIng
 
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Post » Mon Jun 18, 2012 4:55 pm

bump, too many topics :P
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Kanaoka
 
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Post » Mon Jun 18, 2012 6:26 pm

bump
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Jacob Phillips
 
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Post » Mon Jun 18, 2012 11:12 pm

bump number 3, can nobody help me ? :(
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Robyn Howlett
 
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Post » Mon Jun 18, 2012 3:10 pm

bump number 4, cmon really nobody knows what my issue is ?
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Anthony Diaz
 
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Post » Tue Jun 19, 2012 12:00 am

i can help you as far i got stuck, try adding this script on the players actor:

Scriptname greatweapon extends Actor {greatweapon on hand}import gameimport utilityObjectReference Property ORGreatWeapon Auto HiddenWeapon CurrentWeaponweapon GReatWeaponint PlayersEquippedWeaponTypeactor Property player autoEvent OnObjectEquipped(Form akBaseObject, ObjectReference akReference)if akBaseObject as Weapon  player = Game.GetPlayer()  PlayersEquippedWeaponType = player.GetEquippedItemType(1)  CurrentWeapon = player.GetEquippedWeapon()  if (PlayersEquippedWeaponType == 5) || (PlayersEquippedWeaponType == 6) || (PlayersEquippedWeaponType == 8)    Debug.MessageBox("using a GreatWeapon")    GReatWeapon = CurrentWeapon    ORGreatWeapon = Game.GetPlayer().PlaceAtMe(GReatWeapon, 1, true)    ORGreatWeapon.MoveToNode(Game.GetPlayer(), "AnimObjectR")    Debug.MessageBox("showing GreatWeapon")  endifendIfendEvent

what it does is stored in a variable the right weapon equipped, the saved right weapon moves to the respective node, the problem is that falls without attach to the player, this is where I get stuck, do not I know how to link the weapon to the node, i hope we can find a solution
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Lewis Morel
 
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Post » Mon Jun 18, 2012 8:00 am

If your just trying to make a twohanded mesh to a onehanded weapon, you have to open the mesh in nifskope and adjust its classification to a onehanded weapon. This would make that one mesh a onehanded weapon only though.
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Rach B
 
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Post » Mon Jun 18, 2012 2:28 pm

i can help you as far i got stuck, try adding this script on the players actor:

Scriptname greatweapon extends Actor{greatweapon on hand}import gameimport utilityObjectReference Property ORGreatWeapon Auto HiddenWeapon CurrentWeaponweapon GReatWeaponint PlayersEquippedWeaponTypeactor Property player autoEvent OnObjectEquipped(Form akBaseObject, ObjectReference akReference)if akBaseObject as Weapon  player = Game.GetPlayer()  PlayersEquippedWeaponType = player.GetEquippedItemType(1)  CurrentWeapon = player.GetEquippedWeapon()  if (PlayersEquippedWeaponType == 5) || (PlayersEquippedWeaponType == 6) || (PlayersEquippedWeaponType == 8)	Debug.MessageBox("using a GreatWeapon")	GReatWeapon = CurrentWeapon	ORGreatWeapon = Game.GetPlayer().PlaceAtMe(GReatWeapon, 1, true)	ORGreatWeapon.MoveToNode(Game.GetPlayer(), "AnimObjectR")	Debug.MessageBox("showing GreatWeapon")  endifendIfendEvent

what it does is stored in a variable the right weapon equipped, the saved right weapon moves to the respective node, the problem is that falls without attach to the player, this is where I get stuck, do not I know how to link the weapon to the node, I hope we can find a solution

ah nice so you also looked into this issue, but to be blunt about it, why don't you copy the one handed script from the game ? the working one handed code should be bendable to change the type of the weapon to greatswords?
hell it shouldn't even be an issue its obviously a bug with the editor/game.

but as far as you researched it is in actuality a problem that the game isn't showing the model because it can't or it isn't rendering it?
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Paula Rose
 
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Post » Mon Jun 18, 2012 11:01 am

If your just trying to make a twohanded mesh to a onehanded weapon, you have to open the mesh in nifskope and adjust its classification to a onehanded weapon. This would make that one mesh a onehanded weapon only though.

ah ill try that, but that doesn't matter ! :) you can adjust the classification of a weapon to correspond with what you want but maybe you're "fix" will help


thanks all for replying ( finally XD ) !
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Dona BlackHeart
 
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Post » Mon Jun 18, 2012 1:16 pm

ah nice so you also looked into this issue, but to be blunt about it, why don't you copy the one handed script from the game ? the working one handed code should be bendable to change the type of the weapon to greatswords?
hell it shouldn't even be an issue its obviously a bug with the editor/game.

but as far as you researched it is in actuality a problem that the game isn't showing the model because it can't or it isn't rendering it?

where i can find the "one handed script" ?

you mean PlayersEquippedWeaponType == 1,2,3,4 ?
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Jake Easom
 
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Post » Mon Jun 18, 2012 5:20 pm

where i can find the "one handed script" ?

you mean PlayersEquippedWeaponType == 1,2,3,4 ?

I have no idea, I presume that you got the current script from somewhere and adjusted it a tiny bit?
otherwise kudos for making it ! :o
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Gracie Dugdale
 
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Post » Mon Jun 18, 2012 5:45 pm

Don't know if this will help at all, but digging in nifskope I found weapons to have specific number values to set what type they are weather they are dagger, sword, twohander, and what not, the only two I remember atm is dagger which is 4, and sword which is 14.
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Sharra Llenos
 
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